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		<title>three.js - WebGPU - Custom Lighting Model</title>
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			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Custom Lighting Model<br/>(Chrome Canary with flag: --enable-unsafe-webgpu)
		</div>

		<script type="importmap">
		{
			"imports": {
				"three": "../build/three.module.js"
			}
		}
		</script>
		<script type="module">

			import * as THREE from 'three';

			import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
			import WebGPU from './jsm/renderers/webgpu/WebGPU.js';

			import { OrbitControls } from './jsm/controls/OrbitControls.js';

			import * as Nodes from './jsm/renderers/nodes/Nodes.js';
			import { addTo } from './jsm/renderers/nodes/ShaderNode.js';

			let camera, scene, renderer;

			let light1, light2, light3;

			init().then( animate ).catch( error );

			async function init() {

				if ( WebGPU.isAvailable() === false ) {

					document.body.appendChild( WebGPU.getErrorMessage() );

					throw 'No WebGPU support';

				}

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
				camera.position.z = 2;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x222222 );

				// lights

				const sphere = new THREE.SphereGeometry( 0.02, 16, 8 );

				light1 = new THREE.PointLight( 0xffaa00, 2, 1 );
				light1.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) ) );
				scene.add( light1 );

				light2 = new THREE.PointLight( 0x0040ff, 2, 1 );
				light2.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) ) );
				scene.add( light2 );

				light3 = new THREE.PointLight( 0x80ff80, 2, 1 );
				light3.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x80ff80 } ) ) );
				scene.add( light3 );

				//light nodes ( selective lights )

				const allLightsNode = Nodes.LightsNode.fromLights( [ light1, light2, light3 ] );

				// points

				const points = [];

				for ( let i = 0; i < 3000; i ++ ) {

					const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 2 );
					points.push( point );

				}

				const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
				const materialPoints = new Nodes.PointsNodeMaterial();

				// custom lighting model

				const customLightingModel = new Nodes.ShaderNode( ( inputs ) => {

					const { lightColor, directDiffuse } = inputs;

					addTo( directDiffuse, lightColor );

				} );

				const lightingModelContext = new Nodes.ContextNode( allLightsNode );
				lightingModelContext.context.lightingModel = customLightingModel;

				materialPoints.lightNode = lightingModelContext;

				//

				const pointCloud = new THREE.Points( geometryPoints, materialPoints );
				scene.add( pointCloud );

				//

				renderer = new WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				// controls

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 0;
				controls.maxDistance = 4;

				// events

				window.addEventListener( 'resize', onWindowResize );

				//

				return renderer.init();

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );

				const time = Date.now() * 0.0005;
				const scale = .5;

				light1.position.x = Math.sin( time * 0.7 ) * scale;
				light1.position.y = Math.cos( time * 0.5 ) * scale;
				light1.position.z = Math.cos( time * 0.3 ) * scale;

				light2.position.x = Math.cos( time * 0.3 ) * scale;
				light2.position.y = Math.sin( time * 0.5 ) * scale;
				light2.position.z = Math.sin( time * 0.7 ) * scale;

				light3.position.x = Math.sin( time * 0.7 ) * scale;
				light3.position.y = Math.cos( time * 0.3 ) * scale;
				light3.position.z = Math.sin( time * 0.5 ) * scale;

				renderer.render( scene, camera );

			}

			function error( error ) {

				console.error( error );

			}

		</script>
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